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Audiogames. (n.d.). Retrieved September 22, 2005, from http://www.audiogames.net/   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 23/09/2006, 08:25
Drewes, T. M., Myatt, E. D., & Gandy, M. 2000, April 2–5. Sleuth: An audio experience. Paper presented at 6th International Conference on Auditory Display, Atlanta.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 16/09/2005, 13:26
When presented with a dense soundtrack in an audiovisual setting, our visual system helps to "disambiguate unclear or complex audio stimuli."
McCrindle, R. J., & Symons, D. Audio space invaders. Paper presented at 3rd International Conference on Disability, Virtual Reality and Associated Technologies.    
Added by: Mark Grimshaw-Aagaard 05/08/2005, 12:53
Some of the results obtained include:

  • "Sounds with a smooth varying pitch were very difficult to locate. It gave the impression that these sounds were moving when they were in fact not."
  • "Sounds that changed could be located as long as the change was quite harsh. A helicopter s propellers or some other sort of machine were easy to locate whereas a sound like siren was not."
  • "With more than two sounds the quieter or less distinguishable sounds became masked and were not easy to hear until objects making the louder sounds were destroyed."
  • "Two or more sounds which were the same or very similar were also difficult to locate, although not impossible."
  • "Too many sources of sound were found to be detrimental to the game."
Röber, N., & Masuch, M. 2005, June 16–20. Playing audio-only games: A compendium of interacting with virtual auditory worlds. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 27/07/2005, 11:13
"The most important quality to explore acoustic spaces is the ability to determine the origin of sounds and speech."
Sánchez, J., & Lumbreras, M. 1999, May 15. Interactive 3d sound hyperstories for blind children. Paper presented at Conference on Human Factors in Computing Systems, Pittsburgh, USA.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 19/04/2005, 10:30
Makes the point that images are "not visual by nature" although "the majority of image representations are created from visual perception."  
Concludes: "it is possible to render a spatial navigable structure by using only spatialized sound" and preserve "with a notable degree of precision the structure, topology, orientation, navigation, and mobility."

As they point out, the experiment did not include "free navigation in open places".
Velleman, E., van Tol, R., Huiberts, S., & Verwey, H. (2004). 3d shooting games, multimodal games, sound games and more working examples of the future of games for the blind. Lecture Notes in Computer Science, 3118, 257–263.   
Added by: Mark Grimshaw-Aagaard 23/05/2005, 15:45
Williamson, B. (2003). Accessing games through sound, motion and emotion. Retrieved March 12, 2004, from http://www.gamasutra.co ... 030528/whitmore_pfv.htm   
Added by: Mark Grimshaw-Aagaard 19/09/2004, 11:15
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